#type vertex
#version 450 core

struct VertexOutput
{
	vec4  Color;
	vec2  TexCoord;
	float TilingFactor;
};
layout(location = 0) in VertexOutput Input;
layout(location = 3) in flat float v_TexIndex;
layout(location = 4) in flat int v_EntityID;
layout(binding = 1) uniform sampler2D u_Textures[32];
layout(location = 0) out vec4 color;
layout(location = 1) out int color2;

void main()
{
	color = texture(u_Textures[int(v_TexIndex)], Input.TexCoord * Input.TilingFactor) * Input.Color;
	color2 = v_EntityID;
}
